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No Child Left Behind Act 20011
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Showing 1 to 15 of 64 results Save | Export
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Abarkan, Ali; BenYakhlef, Majid – Education and Information Technologies, 2022
Learning to code is far from an easy task, it is a promising approach that underscores the use of the video game culture of students to motivate them to invest their time in the practice of programming. The students in this discipline are often discouraged by the amount of information to remember and the complex and constraining syntaxes.…
Descriptors: Programming Languages, Educational Games, Computer Games, Learning Motivation
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Zachariah Beck; Brandon Alpert; Alexander Bowman; William R. Watson; Adrian B. Tepole – Biomedical Engineering Education, 2024
Video games have emerged as a medium for learning by creating engaging environments, encouraging creative and deep thinking, and exposing learners to complex problems. Unfortunately, even though there are increasing examples of video games for many basic science and engineering concepts, similar efforts for higher level engineering concepts such…
Descriptors: Video Games, Technology Uses in Education, Biomedicine, Engineering Education
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von Leipzig, Tanja; Lutters, Eric; Hummel, Vera; Schutte, Cornè – International Journal of Game-Based Learning, 2022
Dynamic personalization of learning trajectories that integrate different perspectives and variable scenarios is a viable way to improve the effectiveness and efficiency of training and education. Serious games offer a designated platform for this, by aggregating learner interactions, and using these to dynamically configure, adjust and tailor the…
Descriptors: Educational Games, Game Based Learning, Individualized Instruction, Instructional Design
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Long, Bern – Australian Primary Mathematics Classroom, 2023
In this article the author describes an intervention program for students who were approximately six months behind expected standards. The program, "Prepare 2 Learn," had four components: building prior knowledge; developing mental computational fluency; encouraging a growth mindset; and meta-cognitive strategies. The qualitative data…
Descriptors: Brain Hemisphere Functions, Mathematics Instruction, Intervention, Standards
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Zeng, Shuang – English Language Teaching, 2022
This paper considers the opportunities and challenges posed to formal second language education given the penetration of digital technologies in young people's daily lives. This paper broadly discusses the issues of information technology (IT) infrastructure, classroom management and IT use restrictions in relations to language learning. The paper…
Descriptors: Second Language Learning, Second Language Instruction, Information Technology, Learning Processes
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Oyserman, Daphna; Dawson, Andrew – Journal of Experimental Education, 2021
We build on identity-based motivation theory to integrate research on in-person and virtual learning environments so that we can articulate which features of virtual learning environments are likely to support or impede learning and identity exploration. Although students experience their identities as stable anchors for meaning-making and action,…
Descriptors: Transformative Learning, Learner Engagement, Self Concept, Learning Processes
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Centelles, Josep J.; de Atauri, Pedro R.; Moreno, Estefania – International Society for Technology, Education, and Science, 2022
Games are highly appreciated by the population, so due to the COVID-19 pandemic confinement we decided to carry out an Internet research of several games, in order to use them for the assimilation of new words of Biochemical students. Games found in puzzle books allow the stimulation of memory, reasoning and other brain capacities, such as keeping…
Descriptors: Biochemistry, Science Instruction, Puzzles, Alphabets
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Rivera-Ortega, Uriel – Physics Education, 2021
A Science, Technology, Engineering and Mathematics (STEM) tool is proposed in this manuscript; which consists of an interactive, simple and low-cost computer based simulation and game, with the aim of easing the teaching/learning process regarding the physics concept of projectile motion. The novelty of this proposal relies on the use of a…
Descriptors: Physics, Science Instruction, Computer Software, Graduate Students
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Hopper, Timothy; Rhoades, Jesse Lee – Strategies: A Journal for Physical and Sport Educators, 2022
In this series of two articles, we connect complexity theoretical frameworks of ecological dynamics and enactivism to initiatives for learning to play tennis advocated by USTA and Tennis Canada. These initiatives were inspired by the International Tennis Federation commitment to reduce the complexity of learning tennis by rescaling the game for…
Descriptors: Racquet Sports, Foreign Countries, Motor Development, Psychomotor Skills
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Siem Buseyne; Amelie Vrijdags; Annelies Raes – International Journal of Designs for Learning, 2023
Collaborative Problem Solving (CPS) skills are receiving increased attention in the current workforce and in lifelong learning. In learning and labor contexts, successful teamwork is however not always guaranteed, due to several reasons, such as an unequal level of individual participation. Training in CPS for all groups is therefore needed.…
Descriptors: Problem Solving, Cooperative Learning, Labor Force Development, Teamwork
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Mariusz Kruk – Second Language Learning and Teaching, 2021
This chapter discusses issues concerning the design and implementation of the research project dealing with the changes in the levels of willingness to communicate, motivation, boredom and language anxiety, their relationships and factors influencing them in the course of the participants' visits to the virtual world Second Life. [For the complete…
Descriptors: Second Language Learning, Second Language Instruction, Individual Differences, Computer Simulation
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Nagy, Tünde – Hungarian Educational Research Journal, 2020
When it comes to teaching vocabulary in foreign language classes words are often taught in isolation, without regard to the context in which they appear. The paper draws attention to the importance of teaching words in context so that the meaning of a word often results from the meaning of a larger construction it is part of. After presenting the…
Descriptors: Phrase Structure, Teaching Methods, Second Language Learning, Second Language Instruction
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de la Guía, Elena; Lozano, María D.; Penichet, Víctor M. R. – British Journal of Educational Technology, 2015
Children with attention deficit hyperactivity disorder (ADHD) experience behavioural and learning problems at home and at school, as well as a lack of self-control in their lives. We can take advantage of the evolution of new technologies to develop applications with the aim of enhancing and stimulating the learning process of children with ADHD.…
Descriptors: Attention Deficit Hyperactivity Disorder, Learning Processes, Educational Games, Computer Games
British Columbia Ministry of Education, 2019
"Let's Play! Activities for Families" has been developed by the B.C. Ministry of Education for families and caregivers to support children's early learning experiences through playing and having fun. Each play activity connects with one of the Living Inquiries described in the "B.C. Early Learning Framework," which are: (1)…
Descriptors: Play, Child Development, Learning Processes, Inquiry
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Moll, Luis – Diaspora, Indigenous, and Minority Education, 2020
This paper presents an overview of some of Michael Cole's work, starting with his pioneering research in Liberia with the Kpelle (and later, with Sylvia Scribner, studies of literacy with the Vai, 1981), which was formative of his version of a cultural-historical psychology, his translation and interpretations of the work of L. S. Vygotsky and…
Descriptors: After School Programs, Disadvantaged Environment, Foreign Countries, Educational Anthropology
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